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author | Mattes D <github@xoft.cz> | 2015-01-30 08:40:45 +0100 |
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committer | Mattes D <github@xoft.cz> | 2015-01-30 08:40:45 +0100 |
commit | fd49e34e331fc716c48ea1228f24954e9b8b5304 (patch) | |
tree | 8d19b61fb5b3052b870ccc9ac956c5069d12dc74 /src/OSSupport/SocketThreads.cpp | |
parent | Updated PolarSSL. (diff) | |
parent | Fixed listening ports not closed on cServerHandle::Close. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/OSSupport/SocketThreads.cpp | 702 |
1 files changed, 0 insertions, 702 deletions
diff --git a/src/OSSupport/SocketThreads.cpp b/src/OSSupport/SocketThreads.cpp deleted file mode 100644 index 153d6ed1d..000000000 --- a/src/OSSupport/SocketThreads.cpp +++ /dev/null @@ -1,702 +0,0 @@ - -// cSocketThreads.cpp - -// Implements the cSocketThreads class representing the heart of MCS's client networking. -// This object takes care of network communication, groups sockets into threads and uses as little threads as possible for full read / write support -// For more detail, see http://forum.mc-server.org/showthread.php?tid=327 - -#include "Globals.h" -#include "SocketThreads.h" -#include "Errors.h" - - - - - -//////////////////////////////////////////////////////////////////////////////// -// cSocketThreads: - -cSocketThreads::cSocketThreads(void) -{ -} - - - - - -cSocketThreads::~cSocketThreads() -{ - for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) - { - delete *itr; - } // for itr - m_Threads[] - m_Threads.clear(); -} - - - - - - -bool cSocketThreads::AddClient(const cSocket & a_Socket, cCallback * a_Client) -{ - // Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client - - // Try to add to existing threads: - cCSLock Lock(m_CS); - for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) - { - if ((*itr)->IsValid() && (*itr)->HasEmptySlot()) - { - (*itr)->AddClient(a_Socket, a_Client); - return true; - } - } - - // No thread has free space, create a new one: - LOGD("Creating a new cSocketThread (currently have " SIZE_T_FMT ")", m_Threads.size()); - cSocketThread * Thread = new cSocketThread(this); - if (!Thread->Start()) - { - // There was an error launching the thread (but it was already logged along with the reason) - LOGERROR("A new cSocketThread failed to start"); - delete Thread; - Thread = nullptr; - return false; - } - Thread->AddClient(a_Socket, a_Client); - m_Threads.push_back(Thread); - return true; -} - - - - - -void cSocketThreads::RemoveClient(const cCallback * a_Client) -{ - // Remove the associated socket and the client from processing - - cCSLock Lock(m_CS); - for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) - { - if ((*itr)->RemoveClient(a_Client)) - { - return; - } - } // for itr - m_Threads[] - - // This client wasn't found. - // It's not an error, because it may have been removed by a different thread in the meantime. -} - - - - - -void cSocketThreads::NotifyWrite(const cCallback * a_Client) -{ - // Notifies the thread responsible for a_Client that the client has something to write - - cCSLock Lock(m_CS); - for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) - { - if ((*itr)->NotifyWrite(a_Client)) - { - return; - } - } // for itr - m_Threads[] - - // Cannot assert - this normally happens if a client disconnects and has pending packets, the cServer::cNotifyWriteThread will call this on invalid clients too - // ASSERT(!"Notifying write to an unknown client"); -} - - - - - -void cSocketThreads::Write(const cCallback * a_Client, const AString & a_Data) -{ - // Puts a_Data into outgoing data queue for a_Client - cCSLock Lock(m_CS); - for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) - { - if ((*itr)->Write(a_Client, a_Data)) - { - return; - } - } // for itr - m_Threads[] - - // This may be perfectly legal, if the socket has been destroyed and the client is finishing up - // ASSERT(!"Writing to an unknown socket"); -} - - - - - -//////////////////////////////////////////////////////////////////////////////// -// cSocketThreads::cSocketThread: - -cSocketThreads::cSocketThread::cSocketThread(cSocketThreads * a_Parent) : - cIsThread("cSocketThread"), - m_Parent(a_Parent), - m_NumSlots(0) -{ - // Nothing needed yet -} - - - - - -cSocketThreads::cSocketThread::~cSocketThread() -{ - m_ShouldTerminate = true; - - // Notify the thread: - ASSERT(m_ControlSocket2.IsValid()); - m_ControlSocket2.Send("a", 1); - - // Wait for the thread to finish: - Wait(); - - // Close the control sockets: - m_ControlSocket1.CloseSocket(); - m_ControlSocket2.CloseSocket(); -} - - - - - -void cSocketThreads::cSocketThread::AddClient(const cSocket & a_Socket, cCallback * a_Client) -{ - ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); - ASSERT(m_NumSlots < MAX_SLOTS); // Use HasEmptySlot() to check before adding - - m_Slots[m_NumSlots].m_Client = a_Client; - m_Slots[m_NumSlots].m_Socket = a_Socket; - m_Slots[m_NumSlots].m_Socket.SetNonBlocking(); - m_Slots[m_NumSlots].m_Outgoing.clear(); - m_Slots[m_NumSlots].m_State = sSlot::ssNormal; - m_NumSlots++; - - // Notify the thread of the change: - ASSERT(m_ControlSocket2.IsValid()); - m_ControlSocket2.Send("a", 1); -} - - - - - -bool cSocketThreads::cSocketThread::RemoveClient(const cCallback * a_Client) -{ - ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); - - if (m_NumSlots == 0) - { - return false; - } - - for (int i = m_NumSlots - 1; i >= 0 ; --i) - { - if (m_Slots[i].m_Client != a_Client) - { - continue; - } - - // Found the slot: - if (m_Slots[i].m_State == sSlot::ssRemoteClosed) - { - // The remote has already closed the socket, remove the slot altogether: - if (m_Slots[i].m_Socket.IsValid()) - { - m_Slots[i].m_Socket.CloseSocket(); - } - m_Slots[i] = m_Slots[--m_NumSlots]; - } - else - { - // Query and queue the last batch of outgoing data: - AString Data; - m_Slots[i].m_Client->GetOutgoingData(Data); - m_Slots[i].m_Outgoing.append(Data); - if (m_Slots[i].m_Outgoing.empty()) - { - // No more outgoing data, shut the socket down immediately: - m_Slots[i].m_Socket.ShutdownReadWrite(); - m_Slots[i].m_State = sSlot::ssShuttingDown; - } - else - { - // More data to send, shut down reading and wait for the rest to get sent: - m_Slots[i].m_State = sSlot::ssWritingRestOut; - } - m_Slots[i].m_Client = nullptr; - } - - // Notify the thread of the change: - ASSERT(m_ControlSocket2.IsValid()); - m_ControlSocket2.Send("r", 1); - return true; - } // for i - m_Slots[] - - // Not found - return false; -} - - - - - -bool cSocketThreads::cSocketThread::HasClient(const cCallback * a_Client) const -{ - ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); - - for (int i = m_NumSlots - 1; i >= 0; --i) - { - if (m_Slots[i].m_Client == a_Client) - { - return true; - } - } // for i - m_Slots[] - return false; -} - - - - - -bool cSocketThreads::cSocketThread::HasSocket(const cSocket * a_Socket) const -{ - for (int i = m_NumSlots - 1; i >= 0; --i) - { - if (m_Slots[i].m_Socket == *a_Socket) - { - return true; - } - } // for i - m_Slots[] - return false; -} - - - - - -bool cSocketThreads::cSocketThread::NotifyWrite(const cCallback * a_Client) -{ - ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); - - if (HasClient(a_Client)) - { - // Notify the thread that there's another packet in the queue: - ASSERT(m_ControlSocket2.IsValid()); - m_ControlSocket2.Send("q", 1); - return true; - } - return false; -} - - - - - -bool cSocketThreads::cSocketThread::Write(const cCallback * a_Client, const AString & a_Data) -{ - ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); - for (int i = m_NumSlots - 1; i >= 0; --i) - { - if (m_Slots[i].m_Client == a_Client) - { - m_Slots[i].m_Outgoing.append(a_Data); - - // Notify the thread that there's data in the queue: - ASSERT(m_ControlSocket2.IsValid()); - m_ControlSocket2.Send("q", 1); - - return true; - } - } // for i - m_Slots[] - return false; -} - - - - - -bool cSocketThreads::cSocketThread::Start(void) -{ - // Create the control socket listener - m_ControlSocket2 = cSocket::CreateSocket(cSocket::IPv4); - if (!m_ControlSocket2.IsValid()) - { - LOGERROR("Cannot create a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); - return false; - } - if (!m_ControlSocket2.BindToLocalhostIPv4(cSocket::ANY_PORT)) - { - LOGERROR("Cannot bind a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); - m_ControlSocket2.CloseSocket(); - return false; - } - if (!m_ControlSocket2.Listen(1)) - { - LOGERROR("Cannot listen on a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); - m_ControlSocket2.CloseSocket(); - return false; - } - if (m_ControlSocket2.GetPort() == 0) - { - LOGERROR("Cannot determine Control socket port (\"%s\"); conitnuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); - m_ControlSocket2.CloseSocket(); - return false; - } - - // Start the thread - if (!super::Start()) - { - LOGERROR("Cannot start new cSocketThread"); - m_ControlSocket2.CloseSocket(); - return false; - } - - // Finish connecting the control socket by accepting connection from the thread's socket - cSocket tmp = m_ControlSocket2.AcceptIPv4(); - if (!tmp.IsValid()) - { - LOGERROR("Cannot link Control sockets for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); - m_ControlSocket2.CloseSocket(); - return false; - } - m_ControlSocket2.CloseSocket(); - m_ControlSocket2 = tmp; - - return true; -} - - - - - -void cSocketThreads::cSocketThread::Execute(void) -{ - // Connect the "client" part of the Control socket: - m_ControlSocket1 = cSocket::CreateSocket(cSocket::IPv4); - ASSERT(m_ControlSocket2.GetPort() != 0); // We checked in the Start() method, but let's be sure - if (!m_ControlSocket1.ConnectToLocalhostIPv4(m_ControlSocket2.GetPort())) - { - LOGERROR("Cannot connect Control sockets for a cSocketThread (\"%s\"); continuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); - m_ControlSocket2.CloseSocket(); - return; - } - - // The main thread loop: - while (!m_ShouldTerminate) - { - // Read outgoing data from the clients: - QueueOutgoingData(); - - // Put sockets into the sets - fd_set fdRead; - fd_set fdWrite; - cSocket::xSocket Highest = m_ControlSocket1.GetSocket(); - PrepareSets(&fdRead, &fdWrite, Highest); - - // Wait for the sockets: - timeval Timeout; - Timeout.tv_sec = 5; - Timeout.tv_usec = 0; - if (select((int)Highest + 1, &fdRead, &fdWrite, nullptr, &Timeout) == -1) - { - LOG("select() call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str()); - continue; - } - - // Perform the IO: - ReadFromSockets(&fdRead); - WriteToSockets(&fdWrite); - CleanUpShutSockets(); - } // while (!mShouldTerminate) -} - - - - - -void cSocketThreads::cSocketThread::PrepareSets(fd_set * a_Read, fd_set * a_Write, cSocket::xSocket & a_Highest) -{ - FD_ZERO(a_Read); - FD_ZERO(a_Write); - FD_SET(m_ControlSocket1.GetSocket(), a_Read); - - cCSLock Lock(m_Parent->m_CS); - for (int i = m_NumSlots - 1; i >= 0; --i) - { - if (!m_Slots[i].m_Socket.IsValid()) - { - continue; - } - if (m_Slots[i].m_State == sSlot::ssRemoteClosed) - { - // This socket won't provide nor consume any data anymore, don't put it in the Set - continue; - } - cSocket::xSocket s = m_Slots[i].m_Socket.GetSocket(); - FD_SET(s, a_Read); - if (s > a_Highest) - { - a_Highest = s; - } - if (!m_Slots[i].m_Outgoing.empty()) - { - // There's outgoing data for the socket, put it in the Write set - FD_SET(s, a_Write); - } - } // for i - m_Slots[] -} - - - - - -void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read) -{ - // Read on available sockets: - - // Reset Control socket state: - if (FD_ISSET(m_ControlSocket1.GetSocket(), a_Read)) - { - char Dummy[128]; - m_ControlSocket1.Receive(Dummy, sizeof(Dummy), 0); - } - - // Read from clients: - cCSLock Lock(m_Parent->m_CS); - for (int i = m_NumSlots - 1; i >= 0; --i) - { - cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket(); - if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Read)) - { - continue; - } - char Buffer[1024]; - int Received = m_Slots[i].m_Socket.Receive(Buffer, ARRAYCOUNT(Buffer), 0); - if (Received <= 0) - { - if (cSocket::GetLastError() != cSocket::ErrWouldBlock) - { - // The socket has been closed by the remote party - switch (m_Slots[i].m_State) - { - case sSlot::ssNormal: - { - // Close the socket on our side: - m_Slots[i].m_State = sSlot::ssRemoteClosed; - m_Slots[i].m_Socket.CloseSocket(); - - // Notify the callback that the remote has closed the socket, *after* removing the socket: - cCallback * client = m_Slots[i].m_Client; - m_Slots[i] = m_Slots[--m_NumSlots]; - if (client != nullptr) - { - client->SocketClosed(); - } - break; - } - case sSlot::ssWritingRestOut: - case sSlot::ssShuttingDown: - case sSlot::ssShuttingDown2: - { - // Force-close the socket and remove the slot: - m_Slots[i].m_Socket.CloseSocket(); - m_Slots[i] = m_Slots[--m_NumSlots]; - break; - } - default: - { - LOG("%s: Unexpected socket state: %d (%s)", - __FUNCTION__, m_Slots[i].m_Socket.GetSocket(), m_Slots[i].m_Socket.GetIPString().c_str() - ); - ASSERT(!"Unexpected socket state"); - break; - } - } // switch (m_Slots[i].m_State) - } - } - else - { - if (m_Slots[i].m_Client != nullptr) - { - m_Slots[i].m_Client->DataReceived(Buffer, Received); - } - } - } // for i - m_Slots[] -} - - - - - -void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write) -{ - // Write to available client sockets: - cCSLock Lock(m_Parent->m_CS); - for (int i = m_NumSlots - 1; i >= 0; --i) - { - cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket(); - if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Write)) - { - continue; - } - if (m_Slots[i].m_Outgoing.empty()) - { - // Request another chunk of outgoing data: - if (m_Slots[i].m_Client != nullptr) - { - AString Data; - m_Slots[i].m_Client->GetOutgoingData(Data); - m_Slots[i].m_Outgoing.append(Data); - } - if (m_Slots[i].m_Outgoing.empty()) - { - // No outgoing data is ready - if (m_Slots[i].m_State == sSlot::ssWritingRestOut) - { - m_Slots[i].m_State = sSlot::ssShuttingDown; - m_Slots[i].m_Socket.ShutdownReadWrite(); - } - continue; - } - } // if (outgoing data is empty) - - if (m_Slots[i].m_State == sSlot::ssRemoteClosed) - { - continue; - } - - if (!SendDataThroughSocket(m_Slots[i].m_Socket, m_Slots[i].m_Outgoing)) - { - int Err = cSocket::GetLastError(); - LOGWARNING("Error %d while writing to client \"%s\", disconnecting. \"%s\"", Err, m_Slots[i].m_Socket.GetIPString().c_str(), GetOSErrorString(Err).c_str()); - m_Slots[i].m_Socket.CloseSocket(); - if (m_Slots[i].m_Client != nullptr) - { - m_Slots[i].m_Client->SocketClosed(); - } - continue; - } - - if (m_Slots[i].m_Outgoing.empty() && (m_Slots[i].m_State == sSlot::ssWritingRestOut)) - { - m_Slots[i].m_State = sSlot::ssShuttingDown; - m_Slots[i].m_Socket.ShutdownReadWrite(); - } - - // _X: If there's data left, it means the client is not reading fast enough, the server would unnecessarily spin in the main loop with zero actions taken; so signalling is disabled - // This means that if there's data left, it will be sent only when there's incoming data or someone queues another packet (for any socket handled by this thread) - /* - // If there's any data left, signalize the Control socket: - if (!m_Slots[i].m_Outgoing.empty()) - { - ASSERT(m_ControlSocket2.IsValid()); - m_ControlSocket2.Send("q", 1); - } - */ - } // for i - m_Slots[i] -} - - - - - -bool cSocketThreads::cSocketThread::SendDataThroughSocket(cSocket & a_Socket, AString & a_Data) -{ - // Send data in smaller chunks, so that the OS send buffers aren't overflown easily - while (!a_Data.empty()) - { - size_t NumToSend = std::min(a_Data.size(), (size_t)1024); - int Sent = a_Socket.Send(a_Data.data(), NumToSend); - if (Sent < 0) - { - int Err = cSocket::GetLastError(); - if (Err == cSocket::ErrWouldBlock) - { - // The OS send buffer is full, leave the outgoing data for the next time - return true; - } - // An error has occured - return false; - } - if (Sent == 0) - { - a_Socket.CloseSocket(); - return true; - } - a_Data.erase(0, Sent); - } - return true; -} - - - - - -void cSocketThreads::cSocketThread::CleanUpShutSockets(void) -{ - cCSLock Lock(m_Parent->m_CS); - for (int i = m_NumSlots - 1; i >= 0; i--) - { - switch (m_Slots[i].m_State) - { - case sSlot::ssShuttingDown2: - { - // The socket has reached the shutdown timeout, close it and clear its slot: - m_Slots[i].m_Socket.CloseSocket(); - m_Slots[i] = m_Slots[--m_NumSlots]; - break; - } - case sSlot::ssShuttingDown: - { - // The socket has been shut down for a single thread loop, let it loop once more before closing: - m_Slots[i].m_State = sSlot::ssShuttingDown2; - break; - } - default: break; - } - } // for i - m_Slots[] -} - - - - -void cSocketThreads::cSocketThread::QueueOutgoingData(void) -{ - cCSLock Lock(m_Parent->m_CS); - for (int i = 0; i < m_NumSlots; i++) - { - if (m_Slots[i].m_Client != nullptr) - { - AString Data; - m_Slots[i].m_Client->GetOutgoingData(Data); - m_Slots[i].m_Outgoing.append(Data); - } - if (m_Slots[i].m_Outgoing.empty()) - { - // No outgoing data is ready - if (m_Slots[i].m_State == sSlot::ssWritingRestOut) - { - // The socket doesn't want to be kept alive anymore, and doesn't have any remaining data to send. - // Shut it down and then close it after a timeout, or when the other side agrees - m_Slots[i].m_State = sSlot::ssShuttingDown; - m_Slots[i].m_Socket.ShutdownReadWrite(); - } - continue; - } - } -} - - - - |